安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








Edit: Basically, if you combine the Black Mesa Incident with the Outbreak of Left 4 Dead but into few humanoid beings.
That’s a fair complaint, there were a couple of reasons why I didn’t include any sort of “penultimate event”.
The main reason was due to size constraints, I physically couldn’t include anything more than what is already in the map. I had to cut an entire floor, which would have started in the cold storage room and looped around into the flooded caves, which is why both locations are some of the only spaces in the map that have only one entrance/exit. Another issue was creating scripted sequences that could be triggered and viewed from multiple directions while still having the desired effect, there were roughly 3 sequences cut due to technical issues with multi-pathing sequences.
The biggest issue I faced was making the “monster” feel earned, while there is buildup throughout the entire map, a good final event should have the strongest impact and without the adequate space both physically and technically, just plopping the “monster” into a corner of the map wouldn’t have felt earned. There was actually a model created for it, but since I don’t have a background in digital animation the movements were pretty atrocious lending more to a cringy “spoooky” map rather than genuine payoff for the player’s exploration. I am planning to use the model in my next map as it actually looks decent, although without any animation, mostly because the creature was really a collection of dynamic limbs puppeteered by move_linears and func_tracktrains (the horror).
So that’s basically the gist of why I didn’t include an actual confrontation, there’s some less interesting reasons for cutting it like how the model was smaller than the player which wasn’t that intimidating, but stuff like that could and still might be changed if/when I use it in the future.